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Ocarina of Time remake: the team missed 1998

Games3 November 2026 · 4 min

Article by Gianluca Scattarella

3D Environment & Technical Artist

Ocarina of Time remake: the team missed 1998 — Games on Backdrop

Nintendo published the twenty-fourth volume of Ask the Developer on 2 November, three days before The Legend of Zelda: Ocarina of Time arrives on Switch 2. The reason the remake exists is in there, and it turns out to be a staffing reason.

Eiji Aonuma says most of the current Zelda team has only worked on recent games, and that he wondered whether they really understood why the 1998 one mattered. Rebuilding it was how he found out. He describes the project as a way to trigger new insights the team could carry into whatever comes next.

Then the part I keep turning over: he says he deliberately let the younger staff decide which elements needed revising.

A canon text, handed to people who missed it

Evan-Amos, via Wikimedia Commons (public domain)

Think about what that means in a production sense. Ocarina of Time is the most canonised 3D game there is. Every argument about how a third-person action game should feel — the camera, the lock-on, the dungeon as a machine you learn — traces back through it. And Nintendo gave the revision decisions to the people least likely to flinch.

Nintendo EPD Production Group No. 3 built it, the group behind Breath of the Wild and Tears of the Kingdom, with HokWai Ng directing and Aonuma producing alongside Hidemaro Fujibayashi. Ng’s credit is reported as a first time leading a Nintendo project. Earlier rumours had an outside studio on it — a Norwegian retailer listing pointed at Monolith Soft back in 2025 — and the interview settles that it was in-house.

Aonuma was the dungeon designer on the original. He is, in other words, the person with the most right to overrule the team, and the interview has him describing a decision to not do that.

What you are deciding when you remake 1998

Here is the problem a remake of this vintage hands its artists.

The original’s look was not a free choice. The N64 gave you roughly 4KB of texture memory to work in, which is why those surfaces are so flat and so heavily reliant on vertex colour doing the work a texture would do now. The GoldenEye decompilation, which rebuilt the 1997 ROM byte for byte and preserved that 4KB texture budget in the process, is the clearest look anyone has had at how tightly those budgets pressed on the art. Fog was draw distance. Hyrule Field was empty because the machine could not fill it.

But players took all of it as mood. The fog became atmosphere. The emptiness became scale — the specific loneliness of crossing that field at night with a Stalchild coming up out of the ground.

So a remake has to separate two things that look identical from the outside: a decision made for the art, and a decision made for the cartridge. Keep the fog and you are preserving a budget workaround as though it were art direction. Lift it and you may delete the reason the place felt like anything.

A team that grew up on Breath of the Wild has no instinct about which is which. That cuts both ways, and Aonuma’s bet is that the upside is bigger.

The fidelity trap

The failure mode here is well documented, and it comes from competence pointed in the wrong direction.

Blizzard ran into a version of it this year: the classic WoW model rebuild drew enough pushback that an SD/HD toggle got added after beta, and as I wrote at the time, two mesh sets on one skeleton is the cheap part while the proportion complaints are where it lands. The complaints landed on silhouettes shifting by a few degrees, because the silhouette is what memory stores.

That is the thing to watch on Thursday. The temples look good, and previews are consistent on it — Game Informer’s hands-on in October called the visuals stunning. The open question is whether Hyrule Field still feels like a long walk.

On that, the previews genuinely disagree. Some reporting describes the field as a faithful 1:1 recreation of the original layout. Other hands-on accounts describe geometry sitting at different heights than it used to. I cannot reconcile those from here, and I am not going to pretend the footage settles it. Nintendo also quietly dropped “full remake” from some of its own marketing language, which has been read several ways and may mean nothing.

The honest uncertainty

I have not played it. Everything above is read off an interview, a set of promotional stills and other people’s hands-on time, and the thing I most want to know is the thing none of that answers: what did the younger staff change, and what did they leave because they could not tell it was a workaround?

The interview says they had the authority. It does not say what they did with it. Thursday’s reviews will start to, and the people who will see it most clearly are the ones who have crossed that field a hundred times.

It ships 5 November on Switch 2.

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